all those free ways of boosting our little chalice can really pump out the mana until you have a permanent that needs the counters more. on it's own? meh... seems like it has to have synergy with other cards to be useful. 4 stars, mainly because it costs 0.

With Etherium Sculptors and Cloud Keys this card also gets much better. You can play it with one counter for a single mana with either of these out, or get counters for free if you have multiples, and then tapping your fresh Chalice to play another with even more counters on it!

Palladium myr + 2 myr galvanizers are a similar combo but have it for infinite mana, of course you could always add this card and make infinity times 2 mana. Good thing there is no such thing as mana burn.

i think this card is an example of the mindless decklist copying that goes on in this game. this card is really Not that great, but everybody plays it. sure, extra mana always helps, but Palladium Myr beats the CC by 1 and gets you a 2/2. In my experience, unless this is played late game, you're wasting a turn trying to get moderate acceleration, and that 4CC spot is crucial to so many strategies. 2/5

I'm still not 100% sure about this card, it has its advantages, but it's almost like a riddle. If I draw it early game I don't want to use it because I can't get very many charge counters on it, but if I draw it late game I don't want to use it because I'll essentially throw a turn away tapping all my lands to charge it up.

However, from experience, once it's out the extra 2-3 mana you get out of it tends to be very useful. Another way to look at it is a turn 2 mana accelerator, put one charge counter on it then on turn 3 you can drop another land and play something that costs four, something like an Ondu Giant to get another land out and have a decently sized blocker for turn 3.

The card definitely has potential, but I can't make a solid judgment on it. So, I'll give it a 3/5